(5.24 PBP) Vault of the Dracolich (IC) Redux


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Shamal moves quickly, but not needing to close to the range of his shamshirs, to the bandit. Once he is close, he deftly places a shamshir in his sash while pulling forth his burgham, the horn of the desert oryx, and blows a few notes of his Faishan's song of truce.

Staring straight into the eyes of the bandit, Shamal starts laughing. It appears it is just you. Now, I have no wish to consign you to the fires of al-Ramda as your friends. Perhaps you wish to live to drink from the springs another day?

OOC:
Move to AH27
Free object interaction to stow a shamshir, action to get burgham, blow it, and persuade

Persuasion+Horn: 1D20+5 = [8]+5 = 13
1D20+5 = [6]+5 = 11

C'mon! Well, it doesn't matter much! Fortune doesn't favor the bold.
 

Team Ambush

The Driver was struck by Lorent's blast and staggered. Shamal gave chase, and caught up to him just before the bend in the road that led upward toward the wagon. Graciously, Shamal offered the man a chance to surrender, but he spat at him and answered, "Fires? It is you who will die by fire! By the Red!"

He gestured, and his flying dragon-claw swooped down on Shamal. The paladin glanced over his shoulder and managed to duck under it but when he looked back, the driver had formed his hands into something like a mouth. From them burst a jet of flame that momentarily obscured everyone else's view of Shamal. Then the driver turned and continued his journey up the slope.

OOC: Driver made his concentration for Spiritual Weapon (almost forgot that it's "C" now) but missed with it, then Burning Hands on Shamal for 12 (dc13 DEX Save for half!).
 

GM: TEAM AMBUSH Encounter: Switchback
Time: ~14:10 on 4 Tarsakh 1483DR
1751905980595.png

(General Features)
Difficult Terrain Trees.
Cover Trees & Rocks.
Hazards Cliffs.
Visibility Bright (Daylight).
(PCs - Team AMBUSH)
Copper AC:14 HP:24/24 HD:3/3 PP:14 CloudJ:2/2
Lorent AC:14 HP:21/21 HD:3/3 PP:12.DV60 SSdc13 2/2
Merrick AC:14/16* HP:29/41 HD:3/3 PP:12 Rg 2/3 InH:2/4
Shamal AC:17 HP:4or8/31 HD:3/3 PP:14 SSdc13 3/3 CD:2/2 HI:1/1 DS:1/1 LoH:15/15
Terrin AC:15* HP:24/24 HD:3/3 PP:13 SSdc13 4/4 2/2 CD:2/2 Slp:1/1
Torhak AC:15 HP:24/31 HD:3/3 PP:16.DV180 SSdc12 2/2
Urgan AC:15(12) HP:20/20 HD:3/3 PP:11.DV120 SSdc13 3/3 2/2 AdrR:2/2
(NPCs)
Corrah AC:15 HP:27/27 PP:15
Saphirion AC:13 HP:14/24 PP:11.DV60 DM:1/1 BoI: 2/2
Scamp AC:11 HP:5/5 PP:13.DV60 Spd.50'
(BGs)
Cultists AC:13 HP:12ea PP:12
-C1 0/12 (dead) C2 3/12
Driver AC:15 HP:25/52 PP:13
Dwarf Merc AC:13 HP:0/36 PP:13.DV (dead)
Orc Merc AC:14 HP:0/32 PP:12.DV (dead)
GM: Begin Round Five
 

AC 17 Pass Perc 14
HP 4/31 HD 3/3
SSdc13 3/3
Chan Div 2/2 Divine Smite 0/1 Lay 15/15 Insp 0/1
Round 5
Shamal sees the fanaticism in the bandit's eyes, and he knows it well. He quickly puts the horn back and draws his secondary shamshir in a flowing motion as he charges forward to attack him, now sure that no quarter can be given.

Al-Ramda! That heat!

Shamal had moved forward so quickly to dispatch the bandit, he ran straight into a scorching flame hotter than high sun of the Empty Quarter! Blinking quickly, he continued on to his quarry. Unfortunately, the flash from the flames blinded Shamal, and his wounds kept him from properly landing the blows he needed.

OOC:
Object interaction- put bargham back
Free draw with attack (second shamshir)
Dex Check: 1D20+2 = [7]+2 = 9
Missed.

First Swing: 1D20+4 = [4]+4 = 8

First Swing (HI): 1D20+4 = [10]+4 = 14

Nope. And used HI.

Second Swing: 1D20+4 = [8]+4 = 12

Well that's unfortunate.

Move to AH33

 

Terrin AC:15* HP:20/24 HD:3/3 PP:13 SSdc13 4/4 2/2 CD:2/2 Slp:1/1

Nearly winded by his fall down the cliff, Terrin quickly regains his feet and moves down and across the road to gain a vantage on the goings-on below.

OOC: Terrin stands from Prone and takes Dash to move to Q-19.
 

TEAM LAKE - Bjorn

Seeing Loklafd had regain consciences, Bjorn focused his efforts on turning their boat towards the side channel. Meanwhile, Bill regained his footing and mentally warned Bjorn of a swift current just ahead. Bjorn jammed his paddle deep into the water to act as a rudder and pivot the craft to avoid the current.

While his efforts succeeded in avoiding the swift current, he lost his grip on the paddle. He tried to grab it and was wasn't fast enough - before he knew it, it was already downstream and out of reach.

"Bugger!" shouted the dwarf.
OOC:
Well Bjorn has had better luck...at least we avoid the downstream hazard. Hoping Darius can steer us up the side channel. Bjorn really needs to get to the lake so he can wildshape...
Bill's perception check: 1D20+3 = [16]+3 = 19

Bjorn's roll to avoid Hazard #4, advantage from Bill: 2D20.HIGH(1)+5 = [12, 3]+5 = 17
Well at least we won't get dragged downstream...however:
Bjorn's movement roll to turn boat AI8: 1D20+2 = [1]+2 = 3
Not gonna happen!
Save for fumbling the slick paddle (DC 10): 1D20+2 = [4]+2 = 6
No more paddle...felt this was appropriate after rolling a 1 on the movement, set the to DC 10
[/ooc}
 

Merrick Thorburn
Race: Human
HP: 45/53
AC: 15/17(
with shield)
Buffs:
Rage: 3/3Inner Healing:1/4HD: 3/3
STR: 16+3(+5)
DEX: 13+1(+1)
CON:
16+3(+5)
INT: 8-1(+-1)
WIS: 10
+0(+0)
CHA:11 +0(+0)
Athletics+5
Intimidate: 2/5
Perception: 2/5
Performance 2
Stealth: 3/5
Survival: 2/5
Daily:
JUMP: 1/1
At will
Thaumaturgy
Message


Merrick swings the glaive high over his head for a killing blow against the cultist but then sees Shamal is in danger.

"Fate has spared you for now...if you surrender."

Merrick turns and doesn't look to see if the cultist will surrender or take an opportunity to attack the advancing soldier. Merrick slides down the cliffside to face the fanatic below, hoping to help Shamal. Drawing out a Javelin, he throws it towards the cultist with deadly accuracy.



Sliding down the cliff and moving to AG 28:
Athletics: 2D20.HIGH(1)+5 = [17, 19]+5 = 24

The cultist gets an attack of opportunity if he chooses.

Attacking recklessly with a javelin
Attack: 2D20.HIGH(1)+5 = [8, 20]+5 = 25 CRIT!!

Damage:1D6+3(Piercing)+1D6+1(Radiant) = [6]+3+[4]+1 = 14
+
Crit damage: 1D6(piercing)+1D6(Radiant) = [2]+[2] = 4
=11 (Piercing) + 7 (Radiant) = 18 damage

Cultist is SLOWED and Hopefully that breaks his concentration...

Edit: will use my bonus action to spend another of my d12s to heal
healing: 1D12 = [9] = 9
 
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[TEAM LAKE - Ride the Rapids - Subject:Shade-9]

[Mission Directive: Temple Infiltration]
[Risk Assessment: Team Survival - Loklafd status critical]
As their kayak came to rest on an eddy in the churning stream, Shade-9 hesitated, optics flicked between two priorities: the beckoning mouth of the northwest side stream leading to the entrance cave, or the bright, bloodied glint of Loklafd clutching to a rock, his kayak slowly being drawn back to him by its tether.

The warforged leaned slightly into his stroke, calculating vectors:
He could make the turn or he could reach Loklafd.​

But so could Bjorn and Darius, who had surged ahead from the momentary chaos and had already rendered restorative aid.

[UPDATE: Assistance Rendered [Subect: Loklafd: Stabilizing] [Kayak: Recovery In Progress]
[Avoid Redundancy]

A decision crystalized in Shade-9's core as he matched Aywins stroke. A flicker of light glinted off his optics, perhaps it was just sunlight refracted by the river spray.

[Heuristic Override: Pending Response...]

OOC:
Dexterity check: 1D20+2 = [9]+2 = 11 ,<= so thats the hesistation :)
Dexterity check: 1D20+2 = [19]+2 = 21|

So do I still get to use an Action to cast Cure Wounds?
 
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